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CALL-ACE EUCHRE 



WORKS BY R. F. FOSTER 

Bridge Manual $i^s 

Bridge Maxims i.oo 

Bridge Score Cards, No. 2 . . . .25 
Bridge Score Sheets, No. 1 . . . .25 

Call-Ace Euchre 75 

Chess (Pocket Library) 50 

Cinch (Pocket* Library) 50 

Common Sense Leads 25 

Dice, and Dominoes (Pocket Library) .50 

Poker (Pocket Library) 50 

Practical Poker 1.50 

Whist Manual 1.25 



CALL-ACE EUCHRE 



BY 

R. F. FOSTER 



♦ 



NFAV YORK 

BRENT A NO'S 

1905 



LIBRARY of CONGRESS 
Two Copies tiiceiwtd 

JAM 10 1S05 

Oopjrfitrjii Lntry 
CLHSS «-* XXc. Noi 



COPY 6. 



Copyright, 1905 
By BRENTANO'S 



Entered at Stationer's Hall, London 



CONTENTS 

PACE 

Laws of the Game i 

Introduction and Historical ii 

Description of the Game 17 

Tactics of the Game — 

Ordering Up and Passing 30 

Discarding 35 

Making a New Trump 37 

Calling for Partners '39 

Tenace Positions 43 

Leading .,,,.. 45 

Partnerships and Position 49 

Qei^eral Index • • ? 54 



LAWS OF CALL-ACE EUCHRE 



LAWS OF CALL-ACE EUCHRE 



FORMATION OF TABLE 

1. Any number from four to seven can play, 
their positions at the table being unimportant. A 
card is thrown round to each player, face up, and 
the one receiving the first jack deals the first 
hand. 

CARDS 

2. When four play, the pack consists of twenty- 
four cards — namely, the ace, king, queen, jack, ten, 
nine of each suit. When five play, the eights are 
added; when six play, the sevens are added; and 
when seven play, the sixes are added. 

DEALING 

3. Any player may demand to shuffle the pack, 
the dealer last. The pack must be presented to 
the pone (the player on the dealer^s right) to be 
cut, at least five cards remaining in each packet. 
The deal passes in regular rotation to the left. 

4. Beginning on his left, the dealer must dis- 
tribute the cards, face down, either two at a time 

I B 



CALL-ACE EUCHRE 



the first round and three at a time the second round, 
or three the first and two the second, turning up 
the top card of those remaining in the stock for a 
trump, after each player has received five cards. 

5. If the joker is used and turned up, spades 
are trumps. 

6. There must be a new deal by the same 
dealer: — If any card but the trump is found faced 
in the -pack; if the pack is proved to be incorrect 
or imperfect; if both sides revoke in the same 
hand. 

7. Any player may demand a new deal if any 
card is exposed during the deal which was not 
faced in the pack. The dealer may demand 
a new deal if any player exposes a card during 
the deal. 

8. Any player dealing out of turn, or with the 
wrong c^rds, must be stopped before the trump 
card is turned up. 

9. A misdeal loses the deal. It is a misdeal 
if the dealer gives more or less hands than there 
are players; if he gives two cards to one player 
and three to another in the same round; if he 
gives any player more or less than five cards in 
the two rounds, and fails to correct the error 
betore dealing to the next player. 

10. Interrupting the dealer, or looking at any 
of the cards until all are dealt, cancels the right 
to demand a new deal. 



FOSTER ON EUCHRE 



MAKING THE TRUMP 

11. After the trump card is turned up, each 
player in turn, beginning on the dealer's left, 
may examine the cards dealt to him, and must 
then declare to pass or to order up the trump. 

12. Should all but the dealer pass, the dealer 
may take up the trump card, discarding one in 
its place, or he may turn it down. 

13. Should any player order up the trump, the 
dealer must discard from his hand, so that he shall 
hold only five cards, including the turned trump. 

14. Having once quitted his discard, the dealer 
is not allowed to change it. 

15. Any player ordering or taking up the trump 
becomes the maker of the trump for that deal. 

16. If the trump is turned down, each player 
in turn, beginning on the dealer's left, has the 
privilege of naming one of the three other suits 
for the trump, ^ or of passing again. Any player 
naming a new suit becomes the maker of the 
trump for that deal; and, once having legitimately 
made a selection, he cannot change it. 

17. If no one will name a new suit, the deal is 
void, and passes to the player on the dealer's left. 

18. If the trump card is taken up into the 
dealer's hand, or if it is played to a trick, any 
player may ask what the trump suit is; but he 
cannot be informed what the denomination of 
the trump card was. 

B 2 



CALL-ACE EUCHRE 



ASKING FOR A PARTNER 

19. The maker of the trump has the privilege 
of calling on the best card of any plain suit for 
a partner. He cannot call on the best trump. 

20. The player holding the best card in play 
of the suit called becomes the partner of the caller 
for that deal; but he is not allowed to give any 
intimation of the fact that he is the partner, under 
penalty of scoring nothing that deal. 

21. A call once legitimately made cannot be 
altered under any circumstances. 

22. If the maker of the trump calls for the 
best card of any suit, and it is found that he him- 
self holds the best in play, he has no partner. 

23. If the maker of the trump does not call for 
a partner, he must announce that he plays alone, 
or he must call for a suit of which he holds the ace 
himself. 

24. No one but the actual maker of the trump 
can play alone or ask for a partner* 

THE PLAY 

25. No matter who makes the trump, the eldest 
hand leads for the first trick, and the v^nner of one 
trick leads for the next. 

26. The winner of each trick must keep it in 
front of him, face down, until the score is decided. 



FOSTER ON EUCHRE 



IRREGULARITIES IN THE HANDS 

27. If any player has more or less than five cards, 
it is a misdeal; but if he has played to the first trick 
without discovering and announcing the error, 
the deal stands good, and neither he nor any of 
his partners can score anything that hand. 

EXPOSED CARDS 

28. If more than one card is played to the same 
trick by any player, the maker of the trump shall 
select the card to be played. 

29. Any card exposed by being dropped face up 
on the table, or by being named by the player 
holding it, shall be laid upon the table, and may be 
called by the maker of the trump at any time; but 
the player cannot be made to revoke. If an ex- 
posed card can be got rid of in the course of play, 
no penalty remains. 

30. There is no penalty against the maker of the 
trump for exposing any or all of his cards. 

LEADING OUT OF TURN 

31. Should the eldest hand lead before the 
dealer has discarded, the lead cannot be taken 
back. 

32. If any player leads out of turn, a suit may 
be called, by the maker of the trump, from the 
player whose right turn it was, unless it has already 



CALL-ACE EUCHRE 



been disclosed that the player in error is the part- 
ner, in which case the adversary who will be the 
last player on the trick, when properly led, may 
call the suit. 

33. If aU have played to the erroneous lead, the 
error cannot be rectified. . 

34. There is no penalty for the maker of the 
trump leading out of turn. 

35. If there is any lead out of turn against a 
lone hand, the maker of the trump can either call 
a suit from the player whose right turn it was to 
lead, or he can call the card led in error an exposed 
card. 

REVOKES 

36. When a revoke is claimed and proved, the 
hands shall be immediately abandoned. If the 
revoke is made by the adversaries of the maker of 
the trump, he and his partner shall score the points 
for a march, even if they have already lost a trick. 

37. If the maker of a trump is playing alone, 
he shall score for the lone hand, if any of his 
adversaries revoke, even if he has already lost a 
trick. 

38. If either the maker of the trump or his 
partner should revoke, each of the adversaries 
scores two points. 

39. A revoke may be corrected at any time 
before the trick in which it occurs is turned and 
quitted, provided the side in error, whether in its 



FOSTER ON EUCHRE 



right turn or otherwise, has not led or played to 
the following trick. 

40. Any player at the table may ask the one who 
renounces if he has none of the suit led, so as to 
prevent a revoke. 

41. If a revoke is taken back and corrected, 
those who have played after the one in error may 
take back their cards and substitute others without 
penalty; but the card played in error becomes an 
exposed card, and may be called by the maker of 
the trump. 

42. If both sides revoke, the deal is void and 
the same dealer deals again. 

SCORING 

43. At the end of the hand, if the maker of the 
trump and his partner have won three or four, but 
not five tricks, they shall score one point each. If 
he and his partner have won all five tricks, they 
shall score 2 points when four are playing; 3 points 
-when five, six, or seven are playing. 

44. If the maker of the trump is alone, and wins 
three or four tricks, but not five, he shall score one 
point. If he is alone, and wins all five tricks, he 
shall score as many points as there are players in 
the game, including himself — 5 in five-hand; 6 in 
six-hand, etc. 

45. Whether the maker of the trump has called 
for a partner or not does not matter, provided it is 
shown that he did not have a partner. 



8 CALL-ACE EUCHRE 

46. If the adversaries of the maker of the trump 
win three or more tricks, they score 2 points each 
for the euchre. In case the euchre occurs early in 
the play, all the cards must be shown, in order to 
determine whether or not the maker of the trump 
had a partner, if he called for one. 

MISCELLANEOUS 

47. Any player may ask the others to draw the 
cards which they have played to the current trick. 

48. No player can look at a trick which has once 
been turned down, under penalty of having a suit 
called from him or his partners. 

49. No player is allowed to call attention to any 
trick or to the score. If he does, the player whose 
attention is attracted may be called upon by the 
maker of the trump to win or to lose the trick, 

50. If the pack is found to be imperfect, the 
deal in which the imperfection is proved is void, 
but all previous scores made with that pack stand 
good. An imperfect pack is one in which there 
are missing cards, duplicate cards, or cards so torn 
or marked that they can be identified by the backs. 

51. If any player passes or orders up out of his 
proper turn, that shall not prevent any player in his 
right turn from ordering up or passing. Should it 
come to the player in error in his right turn, his 
decision, already given, must stand. 



INTRODUCTION 



INTRODUCTION 



Any new candidate for public favour as a game 
of cards must have two things to recommend it — 
it must be easy to learn, and it must be possible 
to play it with the usual pack of cards and the 
ordinary counters, or a pencil and paper, without 
the addition of special apparatus. 

That it may be difficult to play it well does not 
matter, so that the elementary principles of the 
game can be briefly and clearly stated to the 
beginner. What people want in a new game is' 
to be able to sit down and play it, no matter how 
badly at first, allowing the skill of the expert to 
come with practice. 

In this respect Euchre is an ideal game, and 
has always been justly popular — so much so, that 
it was at one time held to be the national game 
of the United States. Its only defect was a want 
of elasticity. It was a good game for four, a fair 
game for two, but a very poor game for three. 
Several attempts have been made to remedy this 
defect, as in five- or seven-hand Euchre; but the 
objection to these forms has always been that the 
game itself is entirely changed in each, introduc- 
ing new methods of dealing, making the trump, 
II 



12 CALL-ACE EUCHRE 

scoring, deciding partnerships, and playing the 
hand. Straight Euchre in any form is also open to 
the reproach that there is not very much variety or 
excitement in it, and that the best cards always 
win. 

Australia has changed all that. It took Euchre 
from the United States and remedied its defects, 
rechristening the game *^ Call-the-Ace," and giving 
it back to the world in a new form, elastic, exciting, 
and above all amusing; but still retaining the 
quaUty that has always recommended Euchre to 
society — the possibihty of playing it and thoroughly 
enjoying it without betting upon it. 

Of the history of the Euchre family little is 
known, and all attempts to discover the origin of 
the name have failed. Euchre is not a French 
word, and it is not German. The game is un- 
known in either of those countries, although the 
names of the best trumps (Bowers) would seem to 
be a copy of Bauer, one of the German names 
for a jack. It has been suggested that *' Euchre'* 
might be a corruption of the word "Eureka," and 
that it was originally an exclamation used by 
those opposed to the maker of the trump when they 
succeeded in getting three tricks. 

Euchre has many points in common with the 
ancient game of Triomphe, or French Rufif, and 
the modern game of Ecarte, and has therefore 
been by many supposed to have been introduced 
to the United States by the French in Louisiana, 
to whom the Americans are indebted for the game 



FOSTER ON EUCHRE 13 

of Poker. But if such were the case, the French 
must have known the game in their own country; 
and there is not the slightest mention of Euchre in 
any French work on card games. 

I have ahvays been of the opinion that Euchre, 
like many other games, is a mixture, probably due 
to accident — an offshoot or corruption of some 
older game, which has been imperfectly understood 
by those who taught it to others, or which has 
been forced to fit new conditions, such as an 
attempt to play. Spoil-five with a Piquet pack. 
The meaning of the word ''euchre" is the same 
as "spoil-five," the object of the players in both 
games being to prevent the maker of the trump 
from getting a certain number of tricks. In the ^ 
Irish game he is "spoiled," in the American game 
he is "euchred." 

In Euchre, the jack of trumps ranks above the 
ace, just as it does in Spoil-five. In the Irish 
game, the five is the best trump; but, as there is 
no five in the Piquet pack, the jack becomes the 
best trump in Euchre. The cards have an en- 
tirely different rank in ficarte. Robbing the turn- 
up trump is also common to both Spoil-five and 
Euchre. Triomphe, generally supposed to be the 
forerunner of Euchre, shows that it has probably 
been the parent stem of a large family of games, 
Triomphe itself being played as far back as 1520. 
Maw, the parent of Spoil-five, is almost if not 
quite as old, and was a fashionable amusement 
in the time of James I. 



14 CALL-ACE EUCHRE 

Whatever its origin or history, Euchre has always 
been an eminently respectable game, peculiarly 
well suited to the family circle, and is much more 
useful and interesting for large companies than 
Progressive Whist. In Euchre, there is none of 
that recrimination Avhich spoils so many partner- 
ship games; and Call- the- Ace has the added 
attraction that the partnerships themselves are 
continually changing, and that good fortune seems 
to smile more equally upon the players than in any 
other known game of cards. 



DESCRIPTION OF THE 
GAME 



DESCRIPTION OF THE 
GAME 



In Call-Ace Euchre, the pack varies according 
to the number of players engaged. The standard 
is the Piquet pack of thirty-two cards — that is, 
the ace, king, queen, jack, ten, nine, eight, seven 
of each suit. This is the pack always used when 
six play. When only five persons play, the sevens 
are thrown out, leaving the eight the lowest card. 
When four play, the eights are deleted, reducing 
the pack to twenty-four cards. When seven play,- 
which is an unusual number, the sixes must be 
added to the pack, enlarging it to thirty-six cards. 

The joker is sometimes added to any or all of 
these packs. When it is, it is always the best 
trump. While it may add to the variety and 
amusement of the game, the joker rather spoils 
the science of it. For this reason, it is more 
popular with beginners than with experts. 

The players' positions at the table are unim- 
portant. The first dealer is usually decided by 
throwing round a card, face up, to each player 
in turn; and the first one to receive a jack deals 
the first hand. After that, the deal passes in 
regular rotation to the left. The player sitting on 
17 c 



i8 CALL-ACE EUCHRE 

the dealer's left is known as the eldest hand, and 
the player on the dealer's right is the pone. Two 
packs are seldom used. When they are, the still 
pack is gathered and shuffled by the player on the 
left of the eldest hand. 

About a hundred counters should be provided 
for keeping the scores. If these are of different 
colours, the white should be worth one, the red 
five, and the blue twenty-five. Some player should 
be elected to act as a banker, paying from a com- 
mon pool the number of counters won by each 
of those engaged. If counters are not available, 
the scores may be kept on a piece of paper, a 
column being set apart for each player in the game, 
and points being credited by strokes, with the 
usual cross through every fourth, so as to reckon 
them up quickly in fives at the end. Any one can 
keep the score. 

After the pack has been properly shuffled, the 
dealer presents it to the pone to be cut. At least 
five cards must be left in each packet to make a 
fair cut. Five cards are then dealt to each player, 
including the dealer — either two the first time and 
three the next, or three the first time and two the 
next; but whichever number is given to the first 
player must be given to all the players on the same 
round, or it is a misdeal. 

After each player has received five cards, the 
top card of those remaining in the stock is turned 
up for the trump. If this card happens to be the 
joker, spades are trumps. 



FOSTER ON EUCHRE 19 

When four play with 24 cards in the pack, 
there will be three unknown cards in the stock 
underneath the turned trump. 

When five play with the 28-card pack, there 
will be two unknown cards left in the stock. 

When six play with the 32-card pack, there will 
be one card left in the stock. 

When seven play with the 36-card pack, there 
will be no cards left in the stock except the turned 
trump. 

In plain suits the cards rank in their natural 
order, from the ace and king down to the seven; 
but in the trump suits the jack becomes the best 
trump, and is known as the "right bower.'' The 
jack of the same colour, red or black, is always 
the second-best trump, and is known as the "left 
bower." When the joker is used, it outranks both 
these, and becomes the best trump of all; the 
right bower being the second-best, and the left 
bower the third-best. 

The changing of one card in another suit to 
one of the trump suit is the only thing which is 
at all confusing to the beginner, who is apt to 
forget that the jack of the same colour as the 
trump is a trump. When hearts are trumps, for 
instance, the jack of diamonds is never a diamond, 
but a heart. So, when diamonds are led, if any 
player holds the jack and another diamond, he 
must not play the jack, because that would be 
trumping the trick with the left bower. He must 
follow suit. c 2 



20 



CALL-ACE EUCHRE. 



Suppose hearts were trumps, the rank of the 
cards in the trump suit would be : — 



1 


m 


<? 






S? 9 

9^9 
v^^ 
9 9 



9 9 





Therefore the rank of the cards in the other red 
suit would be: — 




0^0 


O 





0% 



o 



There is no jack in this suit, because that card 
is now a heart. But in the black suits the ranks of 
the cards would be as usual: — 




mi 


J*? 


4. 4- 

♦;^4- 

♦ 4- 


*** 


+ + 



In the same way, if one of the black suits were 
trumps (spades for instance), the rank of the cards 
would be: — 




M 



® 






# 





^A^ A * A A ' A 

♦ ♦♦♦♦♦ 



FOSTER ON EUCHRE 



12T 



The rank of the cards in the other black suit 
would be: — 




*** 

*** 


4. 4, 

4.** 

4. 4 


*** 

*** 



4».* 

4» 
4. 4. 

4. 4^ 



The red suits, not being trumps, would retain 
the jacks in their usual place between the queen 
and the ten. 

When the joker is used, the rank of the trump 
suit would be: — 




9 




9^9 
9 9 

9^9 




9 9 

9^9 
9 9 



9 

9 
9 9 


9 
9 9 

9 9 



The object of the game is to win tricks, and 
the scores depend on the number of tricks won. 
Three or four out of the five to be played for is 
called the " point," while all five tricks won by 
the same side is known as a " march." 

MAKING THE TRUMP 

After the trump is turned up, each player in 
turn, beginning on the dealer^s left, after examining 
the merits of the five cards dealt to him, must 
declare to '^ pass " or to ^* order up " the trump. 

Passing, means that you do not care whether the 
trump remains the same as the suit turned up or not, 
Ijecause you are not strong enough to make the 
point by winning three tricks, even with a partner, 
against the combined strength of the other hands. 

Ordering up, means that you want that suit to 



22 



CALL-ACE EUCHRE 



remain the trump, and that you will play, with or 
without a partner, against the others for at least 
three tricks out of the five. The usual expression 
is, " I order it up," or simply, *^ Take it up." , 

The moment any player, in his proper turn, 
orders up the trump, those following him have 
nothing further to say. 

When the trump is ordered up, the dealer 
must discard one card from his hand, placing it 
underneath the stock, but face down and without 

showing it. In order- 
ing up, it must be 
remembered that the 
dealer gets the turn-up 
trump, not the player 
who orders it, because 
no one but the actual 
dealer can take the 
turn-up into his hand under any circumstances. 

If all the players pass, the dealer can either 
take up the trump himself or he can turn it down. 

When the trump is 
turned down, it is re- 
moved from the top of 
the stock and placed 
face upward under- 
neath, in such a manner 
that it can still be dis- 
tinctly seen. This is 
in order that the players 
may see what suit it was that was turned down. 




Taken up. 




Turned down. 



FOSTER ON EUCHRE 23 

Any player ordering or taking up the trump is 
known as the " maker of the trump " for that deal, 
and his side must win at least three tricks out of 
the five, or he is euchred. 

If the trump is turned down by the dealer, each 
player, in turn, beginning on the dealer's left again, 
has the privilege of naming one of the three other 
suits for a trump, or passing again. Any player 
naming a new suit becomes the maker of the trump 
for that deal, just as if he had ordered or taken up 
one of the suits he names. If any player, in his 
proper turn, names a new trump suit, no follow- 
ing player can alter his decision. 

If no one, not even the dealer, will name a new 
suit, the deal is void, and passes to the next player 
on the dealer's left. 



ASKING FOR PARTNERS 

The maker of the trump, whether he has ordered 
it up, taken it up, or named a new suit, may either 
play alone against all the others, or he may select a 
partner by calling upon the best card of any plain 
suit. He cannot call upon the best trump. 

Suppose the dealer takes up a heart. He dis- 
cards, and before the eldest hand leads he says: 
*'I call on the best club." It is not necessary 
for the caller to hold any of the called suit him- 
self; but having once made his call, he cannot 
change it. 



i4 CALL-ACE EUCHRE 

The player called upon cannot refuse to become 
the partner, even if he thinks he would have a 
better chance to euchre the maker by playing 
against him; but he must not disclose the fact 
that he is the one that holds the best card of the 
suit called for. The discovery of the partner in 
the course of play is one of the interesting points 
in the game. 

Some confusion arises from the fact that, although 
the game is known as *'call-the-ace," it is not the ace 
that is called for, but the "best card" of the suit. 
The ace of the called suit may not be in the play if 
there are any cards remaining in the stock, and in 
such cases the best card of the suit might be the 
king. Sometimes both ace and king remain in the 
stock, and the queen becomes the best card in play. 
No matter what the card is, the holder of it be- 
comes the partner; but of course a player holding 
the queen would have no idea of it until the suit 
was led. This is one of the uncertainties that 
greatly add to the interest and amusement of the 
game. 

It is evident that the player calling for the best 
card of a suit may discover, during the play of the 
hand, that he holds the best card of it himself, and 
is therefore really playing alone. Sometimes the 
one who calls will play the king or queen if the 
suit is led through him, and his partner, sitting on 
his left with the ace, does not like to take the trick 
away from him, because he wants the caller to 
lead trumps. This leads the caller to think he 



FOSTER ON EUCHRE 2$ 

IS playing alone when he is not, and he may after- 
wards trump his partner's trick through such 
a misunderstanding, losing the chance to make a 
march. 

The maker of the trump may call for the best 
of a suit when he holds the ace of it himself. This 
is sometimes done with a view to preventing the 
adversaries from knowing that he is playing to win 
all five tricks, and they will at times pass tricks 
which they could have trumped, letting the maker 
of the trump into the lead cheaply. 

A player who is not the caller cannot be sure 
that he is not the partner simply because he does 
not hold the ace of the called suit. A king or 
queen may be the best in play. If he finds a 
higher card than any he holds is out, he can then 
safely play against the maker of the trump. If he 
judges from the play that the ace is not out, and he 
holds the king, he should play as the partner of 
the maker, although he will sometimes find he has 
been deceived, as when the caller holds the ace 
himself. The difficulty of determining who is the 
partner often adds greatly to the interest of the 
game. 

As a rule, the maker of the trump calls for the 
best card of some suit of which he is void when he 
is short in trumps, and the ace of one which he has 
when he is long in trumps. In the one case, if the 
best card, played by his partner, is trumped, he can 
over- trump; and if it is not trumped, he can get rid 
of q. losing card in some other suit. This is oft^n 



26 CALL-ACE EUCHRE 

a great advantage. In the other case, if he is 
strong in trumps, he may want a card of the called 
suit to lead to his partner after all the trumps are 
out. 

PLAYING ALONE 

If the maker of the trump does not call on any 
suit, he must declare, "I play alone." With five 
trumps, for instance, . it would be foolish to call 
for a partner, because such a partner would be 
entitled to share the score, as will be seen presently. 

No matter who makes or orders up the trump, 
he is the only one that can play alone. If any 
player orders up the trump, or if the dealer takes it 
up of his own accord, or if any one makes it after 
it has been turned down, he can play alone, but no 
other player can do so. 



PLAYING THE HANDS 

No matter who makes or orders up the trump, 
the player on the left of the dealer (known as the 
eldest hand) always leads for the first trick. He 
may lead any card he pleases, and the others must 
follow suit if they can. Failure to follow suit when 
able to do so, is a revoke. 

When a revoke is discovered and proved, the 
play stops immediately, and the side which is not in 
fault scores. If the player is alone and one of his 



FOSTER ON EUCHRE 27 

adversaries revokes, the hands are abandoned and 
the lone player scores 4, 5 or 6 points, as the case 
may be, even if he has already lost a trick. If the 
maker of the trump or his partner should revoke, 
each of their opponents scores 2 points. 

Any player having none of the suit led, may 
either trump, if he has a trump, or he may dis- 
card any card he pleases. 

The highest card played, if of the suit led, 
wins the trick; trumps winning anything in plain 
suits, of course, and a higher trump always winning 
a lower one. 

The player winning the trick takes it in and keeps 
it in front of him, face down, and leads any card 
he pleases for the next trick; and so on, until all 
five tricks have been played. 

SCORING 

The object of the player who makes the trump 
is to get at least three tricks out of five, and the 
object of his adversaries is to prevent him from so 
doing. 

If he wins three or four tricks, but not five, he 
makes his ** point," and the banker pays him 
one counter from the pool, or credits him with 
one point on the score if no counters are used. 
If he has a partner, each of them receives one 
counter. 

If the maker of the trump and his partner win all 
five tricks between them, they each receive three 



28 CALL-ACE F.UCHRK 

counters for the '* march," if there are five or six 
persons in the game; two counters if only four 
persons play. 

If the player is alone and wins all five tricks, he 
receives a number of counters equal to the number 
playing, including himself: 4 counters in four-hand, 
5 in five-hand, and 6 in six-hand. Whether he 
declared to play alone or not does not matter, 
provided it turns out that he had no partner and 
that he wins all five tricks. Suppose a player called 
for the best heart, holding king and queen himself, 
and the ace was not in play. It is evident that he 
was playing alone, although he called for a part- 
ner; and if he makes all five tricks, he must be 
allowed to score for a lone hand. If he wins three 
or four tricks only, he is the only one that scores 
the point. Some persons imagine that the player 
who holds the best of the called suit among the other 
players is the partner, even if the caller has a better 
card in the suit; but this is a mistake. 

If the maker of the trump and his partner fail 
to get three tricks out of the five, they are euchred, 
and each of the players opposed to them receives 
two counters from the pool. If a player is euchred 
on a lone hand, every other player gets two coun- 
ters. A euchre always counts two, no matter how 
many players there may be in the game. 

If the maker of the trump has called for a 
partner, and is euchred in the first three or four 
tricks^ all the hands must be shown, in order to be 



FOSTER ON EUCHRE 29 

sure who his partner was, because sometimes the 
partner remains unknown until the last trick, and 
sometimes it is found that the maker of the trump 
had no partner, although he called for one. 

In settling up the scores at the end, the lowest 
must be deducted from all the others, and he owes 
the difference to each of them. The next lowest 
settles in the same way, and so on. The counters 
or points may have a value attached to them. 
Penny points make a good social game, while 
shilling or half-crown points (25 or 50 cents) 
would be a good club stake. It is rather unusual 
for a player to win or lose more than forty or fifty 
points during a three hours' sitting. 

The irregularities which may happen in the 
course of play have been dealt with in the Laws of 
the Game. 



30 CALL-ACE EUCHRE 



TACTICS OF THE GAME 



There are a few general principles of play which 
should be familiar to everyone who is ambitious to 
make the most out of his opportunities. 

ORDERING UP AND PASSING 

The eldest hand, sitting on the dealer's left, 
has a great advantage in the matter of passing or 
ordering up, because he has the first opportunity 
to name a new suit in case the trump card is turned 
down. With a fairly strong hand, he has two 
chances if he passes — to gain 2 points by euchre- 
ing the maker of the trump if it is ordered or taken 
up; or, to make 3 points for a march if he is selected 
as a partner by the one who makes the trump. In 
the case of a euchre, he must remember that the 
2 points will be scored by several others besides 
himself, although they may not take a single trick; 
whereas the 3 points for the march will be shared by 
one player only. If the eldest hand orders up 
and calls for a partner, only one player will share 
with him; and if he is strong enough to play alone, 
he will be the only one that will score. 

When you are behind in the game, it is very 
necessary to score alone, even if only one point at a 



FOSTER ON EUCHRE 3 1 

time; but when you are ahead, it does not matter if 
one of the others shares with you, as the rest are 
left still further behind, and you do not advance 
the same player every time, your favours being 
usually distributed. 

Many players make it a rule to order up and go 
alone when they have three almost certain tricks in 
the hand, while others think it is a better chance to 
take a partner and try for a march, which is worth 
3 points. The risk in taking a partner is that he 
may not have another trick in his hand but the 
called ace, and he does not always make that. If 
there is strength enough in any hand to euchre the 
partnership, is is probably strong enough to euchre 
a lone hand. The speculation involved is part of 
the game. 

It is obviously to the advantage of the eldest 
hand to pass if he is probably strong enough to 
euchre the maker of the trump if it remains as 
turned up, provided he has the cards to name a 
new trump himself if it is turned down. Suppose 
a small heart turned up, and eldest hand holds: — 




If he orders up, he must call for the best diamond, 
because, if he calls for the best spade rn order to 
discard a diamond, the discard does not help him 



32 CALL-ACE EUCHRE 

if an adversary holds the ace of diamonds at the 
end. With the best diamond to help him, he may 
easily make a march if he drops all the trumps in 
two leads. If the ace is not in play, he scores a 
lone hand. The eldest hand has a great advantage 
in being able to lead trumps at once, without 
having to ruff a suit first. 

If the eldest hand passes with these cards, he is 
almost certain to euchre the maker of the trump; 
and if he happens to be the partner called for, he is 
almost equally certain of a march. If the trump is 
turned down, he has an almost invincible lone hand 
in diamonds; in fact, nothing but two guards to 
the ace in one hand will stop him. 

It must be remembered that, if there is any 
player stong enough to order or to take up the trump 
as it stands, it is improbable that the eldest hand 
would gain anything by ordering it up himself, it 
being always better to play with the strength con- 
cealed than to announce it to the table. 

If the eldest hand held these cards, a club 
turned up: — 




he must order it up and play alone, because the 
queen and ten of clubs are much more likely to 
win tricks after two rounds have been won with the 



FOSTER ON EUCHRE 33 

bowers, than they would be if the club were turned 
down and the eldest hand had to make it spades. 
The point in spades is a certainty, it is true, but' 
the lone hand is almost equally certain in clubs. 

In the first of these two examples the probability 
is that the trump will be turned down to the player's 
advantage; in the second case, the probability is 
that it ^vill be turned down to his disadvantage, 
if he passes. 

Three trumps, two of them bowers, or a bower 
and an ace, should usually order up as eldest 
hand, unless the suit can be changed to advantage. 
Four trumps should always order up, calling for a 
partner if the fifth card is not likely to win and 
make a march. 

If the eldest hand passes, the players on his left 
cannot count upon having an opportunity to name 
another suit if the trump card is turned down; but 
the nearer one is to the eldest hand on his left, the 
better one's chance. 

As a general rule, two sure tricks, and a probable 
third, is a good ordering hand; but there should 
be at least two good trumps in it, because even 
aces in plain suits are not by any means always 
good for tricks, and kings should never be counted. 
The fewer trumps one holds, the more likely one 
is to find a number in one hand against him. 

When you hold two or three aces in plain suits, 
you must not forget that you are almost certain 
to be the partner if one is called for. This may 



34 CALL-ACE EUCHRE 

prompt you to wait for a call, hoping that the 
alliance with the strong trump hand will result 
in a march. It is much easier for the strong 
trump hand to pick you for a partner than it is for 
you to tell who is strong in trumps. 

In passing or ordering up, players must re- 
member that the dealer has one trump certain, 
usually two; and, as a rule, at least one more than 
the average. The dealer is also almost certainly 
void of a suit if he takes up the trump. 

The dealer has the advantage of playing six 
cards, and of having the others all pass before he 
has to decide about taking it up himself. No 
matter what other player orders up, he cannot 
be sure that someone to his left was not also strong 
enough to order, if he had the chance. While 
there is always the chance of getting this strong 
hand for a partner, there is also the danger of 
being euchred by it. A lone hand should not 
be afraid of any individual player at the table; 
and it is unlikely that any but the eldest hand 
would pass with two bowers, because such a hand 
is sure of the point, with a partner to help. 

If all pass, the dealer may be reasonably sure 
that the strength in the turned-up suit is pretty 
well distributed. The eldest hand is the only 
one he has to fear, and then only when the dealer 
has neither bower. The bowers being equally 
valuable in two suits, the eldest hand will often 
pass for a euchre when he holds both. With either 
or both the bowers in his own hand, especially 



FOSTER ON EUCHRE 35 

the left bower, the dealer need not be afraid of 
a pass 'for a euchre; and the trump may be taken 
up on average strength, such as two pretty sure 
tricks and a probable third. 

When a player, who is not the dealer, orders up 
with nothing in his hand but the two bowers, it is 
very necessary that he should call the suit of which 
he has one in his own hand, because, after making 
his two trumps, he should be able to lead the 
called suit, in order to give his partner a chance. 

If you are not the eldest hand or the dealer, 
and hold two bowers, you must remember that 
it is very unlikely the trump will be taken up. 
and still more unlikely that it will be made the 
same colour if it is turned down; so that you lose 
a good chance for a point if you pass. 

DISCARDING 

The dealer should always free his hand of one 
suit jit least, two if possible, unless he holds win- 
ning cards. If he takes up the trump himself 
with two cards of a plain suit, it is risky to call 
for the ace of that suit, intending to discard one 
of the suit and let the called ace Avin the other, 
because, with so many of the suit, it is most likely 
that an adversary will ruff before the trumps can 
be taken out. The dealer's chance of getting in 
early and drawing the trumps must determine his 
discard and his call in such cases. When he is 
ordered up, the idea of the discard must be to 

D 2 



36 CALL-ACE EUCHRE 

ruff if he can before trumps are led; and getting 
rid of as many suits as possible is the best chance 
for this. 

Sometimes there is no choice about the discard, 
as with the following cards, jack of clubs turned 
up: — 




The spade seven can be discarded in place of 
the turned trump, and the spade ace must be 
called for, because there is a chance to win a trick 
with the queen if the ace drops the king; whereas, 
if either of the red aces is called, the spade queen 
must lose a trick. 

It so often happens that the dealer asks for an 
ace of a suit of which he has two cards, hoping 
to make one of them, that good players always 
keep a small card of the same suit with the called 
ace, if they have it, to return to the dealer after 
making their ace. 

Suppose the dealer holds these cards, heart ace 
turned: — 




FOSTER ON EUCHRE 37 

It is better to discard the club eight and call 
for the diamond ace, with a view to discarding the 
other club upon it, than to risk calling the club 
and having it ruffed. It must not be forgotten 
that when the called suit is the same colour as 
the trump, it is very short. 

In reckoning upon the discard of one suit upon 
another, it must not be forgotten that the player 
holding the called ace may never get into the 
lead to play it. With the foregoing cards, if the 
dealer gets into the lead himself on the spade, he 
must play trumps; and, after that, he cannot get 
rid of the lead except with a small trump. Unless 
the called suit is led originally, his partner will not 
be of much use . to him. This is only another 
example of the chances that make the game inter- 
esting. 

Those w^ho play against the partnership should 
get rid of the suit called, if they can, by discarding 
it when they see that they are likely to be in the 
lead with another suit, or when they have a small 
trump to make. 

MAKING A NEW TRUMP 

When the eldest hand passes the second time, 
it is reasonably sure that he has nothing very 
strong in the same colour as the turned-down 
trump. The strength in that colour being prob- 
ably distributed, there is always the danger of 
finding the strength in the other colour massed 



SS CALL-ACE EUCHRE 

in one hand. For this reason, it is usually safer 
to "make it next" — that is, the same colour as that 
turned down, than it is to "cross it" — that is, to 
change the colour. 

The general rule for crossing is to have two 
reasonably certain tricks, and a probable third, 
with a good hand on which to ask for a partner. 

With such cards as the following, a spade turned 
down: — 




This would be a very strong hand for a call on 
the spade ace, making hearts trumps; because, the 
strength in spades being probably distributed, the 
suit is more likely to go round once, allowing 
the caller to discard the small club. Some players 
would prefer the club call, as they have the suit 
to lead. 

As a rule, the further a player is to the left of 
the eldest hand (the intervening players having 
passed a second time), the weaker the hand upon 
which he can name a trump, because it is improb- 
able that any great strength is massed against 
him, and the result will probably depend on the 
luck of calling on the right partner. . 

When the play for the point is likely to be a 



FOSTER ON EUCHRE '39 

close thing, some prefer to take their chances of 
making a euchre instead of making the trump 
themselves, and trying for three tricks. It is a 
mistake to play for euchres all the time, and those 
that do it invariably fall behind those that pick 
up points and marches whenever they have a fair 
chance. 

CALLING FOR PARTNERS 

If you have only two tricks in your hand, you 
must call for a partner in order to make your point. 

If you have the point in your hand, it is useless 
to call for a partner unless he can help you suffi- 
ciently to make a march. 

Four tricks are no better than three; and unless 
you have four yourself, and want a partner to get 
the fifth, you are only giving a player a point for 
nothing by taking him as a partner. Suppose you 
order up the club eight with these cards: — 




If you call for a partner, no matter in what suit, 
he must be able to win two tricks in order to score 
a march, and the odds against his doing so are 
5 to I in a six-hand game. One trick is not of the 
slightest use to you. 



40 



CALL-ACE EUCHRE 



Ordering up the diamond king with these 
cards: — 




If. you call for the best spade, there is an ex- 
cellent chance of getting in with a small trump, 
catching the left bower with the right, and making 
a march by leading the spade to your partner at 
the end. 

Ordering up the nine of hearts with these cards: — 




It is useless to call for a partner, because unless 
the left bower, king, and ace of trumps can be all 
dropped by one lead of trumps, the march is im- 
possible unless the player that holds the called ace 
can win a trick in trumps as well. If you are 
going to take the chance of dropping the trumps, 
you may as well take the additional chance that the 
club ace is not in play, in which case you will make 
a lone hand, which is much better than sharing a 
march with a partner. 



FOSTER ON EUCHRE 



41 



In many cases it is impossible to win the point 
without the assistance of a partner. Ordering up 
the spade ten with these cards, for instance: — 




If you call for either of the red aces, you run the 
risk of losing two club tricks; but if you call for 
the club ace, you can ruff either of the red suits, 
getting in to lead the trump in the hope of dropping 
both bowers on one trick. If you do not call for 
a partner with these cards, it is impossible for 
you to make your point, unless the adversaries 
play the hand for you, which is not likely. 

Suppose you are the dealer and turn up the 
spade j'ack, holding these cards, all passing: — 




You cannot turn it down, because no one can 
possibly have cards to justify making it next, and 
it is impossible that you will be the partner if 



42 CALL-ACE EUCHRE 

the suit is crossed. By taking it up and calling 
for either of the red aces, you are sure of the point 
unless the called ace is trumped. This is a good 
example of a hand which it would be folly to play 
alone and equally foolish to pass with. 

There are a number of hands in which it is 
perhaps better to take the chance of being the 
called partner than to order it up yourself. With 
the club ace turned, for instance, if you held these 
cards: — 




You might make six points by ordering up 
and playing alone. It would be folly to call for 
a partner, because no one can give you any assist- 
ance in plain suits. What you want is assistance 
in trumps, and it is better to take the chance of 
being called on to help the maker of the trump 
to a march, than it is to risk being euchred 
playing against the whole table. If you are not 
called, you have a very good chance to euchre the 
caller. 

There are hands in which you know it is impos- 



FOSTER ON EUCHRE 43 

sible that you ^viIl be the partner. With the heart 
ace turned, for instance, and these cards: — 




You must either order it yourself, calling for a 
partner to help you out, or you must pass for a 
euchre. It is rather a weak hand to order up with, 
but it has great euchring possibilities. 

It must not be forgotten that the maker of the 
trump can call on one ace only, and that the two 
other aces are probably against him; so that, in 
playing for a euchre, you have probably two ace 
hands to help you where you would have only one 
if you ordered up the trump. 

As a rule, the dealer has the best chance for a 
euchre, because he gets the last play on the first 
trick, and is often void of two suits, which he can 
ruff if necessary. 

TENACE POSITIONS 

Tenace positions are always valuable in the 
trump suit. A tenace is the best and third-best 
cards of a suit, and its value depends upon the 
number that play to the trick before the one with 
the tenace plays, or upon the known position of 
the intermediate or second-best card of the suit. 



44 CALL-ACE EUCHRE 

If you have the best bower and ace, and the 
maker of the trump sits on your right, or plays 
before you do, you are almost certain to make 
both your trumps if you do not lead them, because 
he most likely holds the left bower. 

The following is a good example of the value of 
tenace position. The spade ten was turned up, 
and A ordered it with these cards: — 




The dealer, after discarding, held:- 




It will be seen that it does not matter what card 
the eldest hand leads, he must be euchred, pro- 
vided the player with the major tenace, right 
bower and ace, does not lead trumps. Even if 
the hands were reversed, and the one with the 
major tenace had to lead first, he would be certain 
to win the point, provided he did not lead trumps. 
No matter which of these two hands leads first, 
the one with the tenace must make the point. 



FOSTER ON EUCHRE 45 

LEADING 

No matter who makes the trump, the eldest hand 
always leads for the first trick, and what he leads 
usually gives the key to the play of the whole 
hand. 

If the principles of calling and the dealer's 
discards are familiar to the eldest hand, they will 
naturally suggest two entirely different courses of 
play, depending on whether the leader himself is 
the called partner or not. 

In almost every case it is to the interest of the 
maker of the trump to get them out as soon as 
possible, so as to prevent the adversaries from 
ruffing good cards in plain suits. Therefore, if- 
the eldest hand is the called partner, his best lead 
is a trump. If he does not lead it, it should be 
evident that he does not hold one. 

Failing trumps, he should lead the called suit, 
and always the best he has of it. With both ace 
and king,* he should lead the ace. He is not com- 
pelled to lead the best, but it is usually to his 
own interest to do so. The exceptional case is 
when the partner has winning cards in other suits 
besides the one called, such as two or three aces, 
and leads low from the called suit in order to 
induce his partner to take the lead. This is 
nothing but an ingenious way of losing tricks, 
because the caller \vill not trump the suit he calls 
unless it is already trumped; and if some player 



46 CALL-ACE EUCHRE 

puts on the king, the caller may think he is the 
partner, the ace not being in play, and he will 
give the adversaries a trick they are not entitled 
to. If the maker is not the dealer, he ^vill pass the 
trick, thinking his partner sits on his left. 

If the best diamond is called, and the eldest 
hands leads it, it should be evident to the caller 
that his partner has no trumps. If the eldest hand 
leads a small diamond, it should be evident to the 
caller that he is not the partner, and the caller 
should not rufif if no one has ruffed before he plays. 

When the eldest hand is not the partner, it is 
often to his interest to lead the called suit at once, 
not only to find out who the partner is, but to 
prevent the caller and his partner from getting out 
the trumps before leading the called suit. When 
the dealer has called for a partner, it is very com- 
mon to find that he held two of the suit called, 
and has discarded one. It is, therefore, very likely 
that one of those opposed to the call can ruff the suit 
if it is led at once. 

The chance that the eldest hand always takes is, 
that the immediate lead of the called suit may give 
the caller the discard he hopes for, which might 
be impossible had the suit not been led by an 
adversary. This risk is balanced by the chance of 
getting in a ruff before the trumps are drawn; for 
even if the caller over-trumps, he is prevented from 
getting the desired discard. In favour of. leading 
the called suit is the advantage of playing the hand 
with a knowledge of the partner. If the suit is 



FOSTER ON EUCHRE 47 

trumped almost immediately, it is, of course, im- 
possible to tell who the partner is, unless he thinks 
it worth while to throw his ace on the trumped 
trick. This complication adds a good deal to the 
amusement of the game. 

When the eldest hand holds winning cards, such 
as aces which are not of the suit called, it is usually 
better to make them immediately, for fear the suit 
should never be led again. With these cards, for 
instance, heart jack taken up by the dealer, and the 
best spade called: — 




With six playing, it is 30 to i that the spade 
king is not the best out, because there is only one 
unknown card in the stock. The eldest hand is 
sure of a trick in trumps with the left bower 
guarded and the best bower on his right hand; but 
he should not lead the called suit, for fear the 
dealer may get a discard of a diamond. It is 
better to lead a diamond first, to make that trick at 
once, if possible. 

The eldest hand can often take advantage of the 
fact that the caller will infer that he is the partner 
if he leads a trump. Suppose he wishes to steal a 
trick by creating the false impression that he is the 
partner, as with the following cards, spade queen 



48 



CALL-ACE EUCHRE 



turned, taken up by the dealer himself, who called 
for the best diamond: — 




The eldest hand led the best bower, and then 
the ace of clubs. The dealer held : — 




Thinking the eldest hand was the partner, but 
held no more trumps and wanted to make his 
winning club before playing the suit called, the 
dealer discarded his diamond on the club and was 
euchred. He argued that the discard on the club 
was just as good as on the diamond, as he thought 
the left bower and king of trumps might be out 
against him, and the diamond might be ruffed. It 
should be noticed that the dealer's call was a good 
one, because it is evident that he will be in the 
lead at the end; and it is better to have one of the 
called suits to lead than to depend on a discard. 

Sharp players are likely to suspect some such 
trap as this, and will usually ruff a doubtful ace 



FOSTER ON EUCHRE 49 

when they have one of the suit to lead to the called 
ace. Had the dealer done this in the foregoing 
example, he would have made his point. 

One of the advantages of leading the called suit 
at once is, that if the caller is forced to over-trump 
his partner's ace, the opportunity to discard is lost, 
which is the same as having to follow suit while 
some adversary trumps. It is for this reason that 
many good players prefer to call the suit they have; 
but it is not wise to be too regular about such 
things, or the other players at the table will be able to 
read your hand too accurately, and play accordingly. 

Leading after the first trick depends chiefly upon 
one's judgment of the situation. Should the 
called partner not be the eldest hand, he should 
try to get in the lead, if he can, so as to disclose 
himself. Holding both ace and king of the called 
suit, he should play the ace always. 

A player getting into the lead, who knows he is 
not the partner, should make his aces while he can, 
or should give his partners a chance to ruff a suit 
before trumps are drawn. It is very seldom right 
to lead trumps if you are not the partner, unless 
you see your way to a euchre. 

PARTNERSHIPS ANB POSITION 

When the partner is known or inferred, the play 
proceeds along the natural lines of not winning 
each other's tricks, and of playing into one another's 
hands. 



so 



CALL-ACE EUCHRE 



Some confusion and a great deal of amusement 
naturally arise from the fact that the ace of the 
called suit is not always in play, especially in four- 
or five-hand, and the one who is really the partner 
does not know it, playing against the maker of the 
trump instead of with him. The following, from 
actual play, is an amusing example of this part 
of the game. 

There were five playing, and the dealer was 
ordered by the eldest hand to take up the heart 
ace. The maker of the trump then called for the 
best spade. This was the position of the three 
important hands after the dealer had discarded: — 




A (Leader). 



(Dealer). 



The eldest hand led the king of trumps, which 
B passed, allowing the dealer to win it with the 
turned-up ace. The dealer led back the trump, 
hoping A had no spade to put his partner in with 
at the end. B won this trick with the right bower, 
and led his ace of clubs, which A trumped knowing 
B could not be his partner, or he would have put 
his right bower on the first trick. A then led his 



FOSTER ON EUCHRE 51 

spade, which the dealer trumped, making his dub 
king and euchring A. 

It was at once seen that both ace and king of 
the called suit were in the stock, so that A and B 
were really partners, and they had practically 
euchred themselves instead of making a march, 
which B could easily have accomplished by winning 
the j&rst trick with the right bower, and returning 
the small trump to A's tenace of left bower and 
king over C's ace and ten, making two tricks after 
the trumps were taken out. 

When a player knows that he is not the partner, 
holding nothing but small cards in the called suit, 
or none at all, he should win every trick he can, 
trumping all doubtful tricks, unless he holds the 
best bower alone, which he cannot lose in any case. 

It is useless to hold up tenaces in plain suits, 
such as ace and queen, in the hope of making two 
tricks with them, because plain suits seldom go 
round twice, and most of the play is in the manage- 
ment of the trumps and in getting discards. There 
is often a chance to make an extra trick by getting 
the lead in a certain hand, especially if you will be 
the last player on the trick. 

Suppose the dealer plays alone after taking up 
the ace of diamonds. He is on your left, and you 
hold these cards: — 



E2 




52 CALL-ACE EUCHRE 

The eldest hand leads the club ace, which the 
dealer trumps with the eight of diamonds. He 
then leads the nine of trumps, which the player on 
your right wins with the right bower, none of the 
others following suit. This player leads a small 
heart. If you trump with your king, the dealer is 
over you with the ace; and if you trump wuth the 
left bower, he will catch your king if he gets in 
again. But if you pass the trick, the dealer must 
win it, or he is euchred; and if he wins it, he must 
lead up to your tenace in trumps, both cards of 
w^hich must win in that case. The dealer had five 
trumps originally. 

No matter how carefully a person calculates his 
chances, nor how cleverly he manages his cards, 
there are situations in which he must come to grief 
— sometimes through a misunderstanding as to 
who are partners; sometimes through unexpected 
distributions of the cards in the other hands. The 
chief element of success is in the exercise of good 
judgment in playing lone hands, which put one 
rapidly ahead in the score if successful; and in 
knowing when it is safer to pass for a possible 
euchre, than to order" up and call for a partner. 

As in all games of cards, good luck has a great 
deal to do with the result; but good humour and 
plenty of courage are very valuable assistants 



GENERAL INDEX 



GENERAL INDEX 



PAGE 

AceSy one against two 43 

Advantage of concealed strength 32 

Advantage of eldest hand passing 30 

Advantage of first lead 32 

Advantage of leading called suit 49 

Advantage of various positions 33 

Adversaries leading called suit 46 

Adversaries winning tricks early 51 

Asking for a partner . . . • 4» 23 

Asking what the trump was • 3 

Average order-up hands " • 33 

Banker » 18 

Best card not always the ace 24 

Call cannot be altered 4 

Called ace getting the lead 37 

Called ace not in play 50 

Caller holding ace himself 25 

Caller holding suit called 23 

Caller only can play alone • . 26 

Calling attention to tricks . • • 8 

Calling for partner ............ 39 

Calling suits caller can lead * . • . 23, 36 

Cannot call best trump 4 

Cards, nimiber in the pack i 

Chance of being the called partner 42 

Correcting revokes • • • ^^7 

Counters and their values 18 

Crossing the suit • 38 

Cutting the cards 18 

55 



56 GENERAL INDEX 

PAGE 

Dealer taking up the trump 35 

Dealer's advantage ... 34 

Dealer's chance for a euchre 43 

Dealer's trump strength • • •34 

Dealing the cards i 

Deceiving the caller 48 

Defects of Straight Euchrie ...•••••• 11 

Definition of tenace ••••.. 43 

Description of the game 17 

Discarding 35 

Distribution of strength 34 

Drawing trumps early • .... 35 

Ecarte • 12 

Eldest hand i, 18 

Eldest hand leads 4* 26 

Euchring the maker 2B 

Euchre in preference to pomt 39 

Exposed cards 5 

First dealer. . " 17 

Following suit • 26 

Formation of tabic •••• i 

Getting out trumps 45 

Getting rid of one suit 35» 37 

Hands which should order up . 33 

History of Euchre 12 

Holding aces '••••33 

Imperfect packs 8 

Interrupting the dealer . ......... . • . • . 2 

Introduction « II 

Irregularities in the hands 5 

Irregularities covered by laws • • . 29 



GENERAL INDEX 



PAGE 

Joker turned up 2 

Joker not scientific 17 

Joker ranks as best tnunp 21 

Keeping the scores 18 

Keeping small card with called ace 36 

Kings of no value 33 

Laws of the game i 

Leader for the first trick 26 

Leading .•.•-•• 45 

Leading out of turn 5 

Left bower ......19 

Maker of the trump . 23 

Making aces early 47 

Making the trump 3> 21 

Making a new trump 3* 23 

Making it next 38 

Making tricks early • . 49 

March 21 

Maw 13 

Meaning of "euchre" • • . • 13 

Misdealing 2 

Naming a new trump 37 

Necessity for a partner 35> 41 

New deal necessary 2 

Not following suit 27 

Number of cards dealt at a time 18 

Number of cards in the pack 17 

Object of the game • 21 

Ordering up 22, 30 

Ordering up out of turn 8 

Origin of Call-Ace 12 

Origin of the word "euchre" 12 



S8 GENERAL INDEX 

PAGE 

Partner having no trumps 46 

Partner leading called suit 45 

Partner not to be disclosed 24 

Partner showing himself 49 

Partner sometimes in doubt 25 

Partner's best opening lead 45 

Partners not necessary 39 

Partners playing against each other 50 

Partners that cannot help 39» 40, 42 

Partnerships and position 49 

Passing 21, 30 

Passing for a euchre 31 

Passing out of turn 8 

Passing with two bowers 34 

Penalty for lead out of turn • 5, 6 

Penalty for revoking •••••••••• 6, 27 

Players' positions at table 17 

Playing alone • • • • 24, 26 

Plajring for euchres 39 

Playing the hands 26 

Pone 1, 18 

Point • ... 21 

Preventing discards 46 

Preventing revokes 7 

Probable losses and winnings 29 

Probability trump will be turned down 35 

Rank of the cards 19 

Rank in plain suits 20 

Rank in trump suits 20 

Respectability of Euchre . . . . ' 14 

Revokes ^ 26, 27 

Right bower 19 

Risk in taking partners 31 

Risky calls 35 

Ruffing the called suit 45» 4^ 

Rule for crossing the suit 3^ 



GENERAL INDEX $9 

PACE 

Scoring 7 

Scoring euchres 8 

Scoring lone hands 28 

Scoring marches 28 

Scoring the point 27 

Secondary leads 49 

Seeing last trick 8 

Settling up scores 29 

Sharing score with partner 30 

Showing hands after a euchre ••.••... 28 

Spoil-five 13 

Stealing tricks 47 

Straight Euchre's defects 11 

Strength probably distributed 37 

Tactics of the game 30 

Taking in tricks 27 

Taking up the trump 3j 22 

Tenace positions 43 

Tenace in plain suits useless 51 

Triomphe 13 

Trumping doubtful tricks 48 

Turning up the joker 18 

Unknown cards in the stock 19 

Value of points 29 

Value of tenace 44 

Varying the called suit 49 

Weak hand's best position 38 

When ahead, score high 31 

When behind, score alone 30 

Who leads? 17 



This preservation copy 

was created, printed, and bound 

at Bridgeport National Bindery, Inc., 

in compliance witJi U.S, copyright law. 

The paper used meets the requirements 

of ANSI/NISO Z39.48-1992 

(Permanence of Paper). 

P A 

2009 

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